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Messages - dragoncrescent

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1
Feedback & Suggestions / Re: The Grand Card Suggestion Archive
« on: February 19, 2018, 07:49:05 AM »
Since the old effect of Chainmail Armor was lost, I would love to see a card that does something similar.

Main Gauche (or Parrying Dagger)
Unique Equipment Card
Symbol: Sword
Cost: 4 gold
Effect: In Battle, +1 Shield. When Attacking, gain an additional +1 Shield

Basically, the same effect as the old card, but balanced for power by being A) expensive and B) a unique item. Additionally, it lacks the Shield symbol, so this one item + Blacksmith doesn't automatically grant an attacker 3 shields.

2
Artisan's Alley / Re: Messy Professional
« on: December 19, 2017, 03:53:04 PM »
It came out epic! Zosha definitely seems the type to do whatever it takes to get the job DONE! :D

3
Feedback & Suggestions / Re: Follower Idea: Librarian
« on: November 17, 2017, 04:53:18 PM »
Heh... I'm kind of thinking along the terms of Magic the Gathering, but how about:

Librarian
Follower
Symbol: Moon
Ability: Your hand size limit becomes 8. You still only draw up to your Wits each turn.

Effectively, you can still only draw X=Wits number of cards per turn. However, if at the start of your next turn, you can draw X again, up to a maximum of 8 cards. It seems pretty weak at first, but being able to hold cards beyond your Wits limit would be incredible for fight-based characters. Librarian would also considerably dampen the pain of 'dead draws'.

4
Artisan's Alley / Re: Battle of OakenFall: Rise of a King
« on: November 01, 2017, 01:54:07 PM »
That is some epic artwork!!! O_O

5
You make a very valid point that Corrupted heroes don't really have a 'space'. I think it would be really cool if we made Swamps into that. Instead of taking a damage on this spot, maybe Corrupted Heroes gain a Shield, or regain an HP.

Considering that you can get Goblin's Game and Banes out of Dungeons, it feels like these could also be a candidate for 'evil' spaces. At current, if you are corrupted and a Bane spawns under you, they still knock you off the space. This is disadvantageous, as it wastes your AP. What if we changed the Dungeon so that a corrupted hero who gets a Bane on their Dungeon roll instead spawns nothing and just gains +1 Rot.

You would think this would make farming Rot too simple, but remember there is no guarantee you will get it. It still relies on the RNG, which can randomly warp you or give you situationally useless benefits.

6
Feedback & Suggestions / Re: Poison Dagger fix
« on: September 22, 2017, 06:44:33 AM »
It's not a bad idea. I already strongly approve of your 'ember' idea, where some cards with extremely niche uses gain secondary, on-burn effects. I also agree Poison Dagger is kind of awful right now. I'm not sure if you can 'layer' special dice on top of each other, though.

A Piercing Poison hit would be pretty impressive. I imagine low-fight characters using something like Longbow or Hand Cannons in tandem with this ember effect. Having burned so many cards to do really only the most pitiful damage, but still getting in that Poison effect, gives non-melee heroes a chance to have some kind of meaningful combat against titans like Horace, Brun, and Magna.

Also, it's a way to punish Twiss for her sins, which I'm always in favor of! ^___^

7
Yep. Snake Venom was fine back in its original incarnation. At the time, it was a consumable that turned your first rolled Rot symbol into a Poison hit. Admittedly, it was used more to insure fewer missed dice in combat than for it's poison effect. Which, honest, I thought was fine. It gave the card some versatility.

In its current form, it's pretty awful. You have to
A) pay gold to consume the card
B) pay a specific card symbol that will (usually) reduce the number of dice you roll by 1.
C) then hope you roll swords with your decreased number of dice, then hope one of those hits wasn't blocked by a shield or outright kill the enemy.

Effectively, Snake Venom asks you for a large cost while giving you an extremely unreliable benefit. The case is similar with Poison Dagger, although that card has never really been very good.

8
Feedback & Suggestions / Re: Amber Hero Power Suggestion.
« on: August 31, 2017, 12:16:46 PM »
A power that is entirely RNG reliant and has no chance of helping her at all. No.

As much as I'd like to mitigate the RNG too, you have to come to terms with the fact that Armello is not a game you can ever 100% control. Amber's theme is entirely based around being a charismatic adventure like Indiana Jones or Lara Croft. I feel like the +10 is a subtle and versatile addition to her current power that further improves her chances of coming across some handy relic (artifact or Spirit Stone).

Also, agreeing with Kletian. Darcy explained once over the stream the personnel costs of implementing any new card or ability is kind of steam. The team has also expressed a disfavor of unique UI elements, Right now, I think only Sargon has one...

9
Feedback & Suggestions / Re: Bandit Ring Suggestions.
« on: August 29, 2017, 02:13:18 PM »
I mean, they’re Bandits. It kind of makes sense that they would steal signet rings from the other clans. But if they DID get their own set, or maybe even a choice for a sixth ring, these ideas could really pan out.

Ring 01 - This is a really cool effect and it seems like a natural fit for Horace. My only concern is just how very much scouting this would give a player across the map. There can sometimes be 4~5 Kings Guards on the board, granting you vision of something like 20 hexes, some of which include the Palace. As is, Ring01 might be a little overpowered.

Ring 02 - Not bad. TProbably best suited to Scarlet and Horace. The only suggestion would be make it a +1 for any amount of Prestige gain, instead of +1/per prestige. That way, it’s a minor boon and fits with the other signets.

Ring 03 - Also, not bad. It would be pretty cool to have a reliable way to regain health, outside of spirit circles. I’d definitely advocate for this one!

Ring 04 - Weird. I mean, I see the use of it, especially on Twiss. Might be worth a try.

Serendibite - A guaranteed Sword in combat and perils sounds pretty good. It would even be analogous to Sunstone and Aquamarine. I’d advocate for this one as well, but you have to come to terms with the fact Sylas will be able to choose it. If, for no other reason, it is incredibly finicky to balance something by saying “X specific character cannot choose this”. :\

10
Feedback & Suggestions / Re: Amber Hero Power Suggestion.
« on: August 29, 2017, 01:59:31 PM »
Interesting idea, but perhaps a bit tricky to implement. She's a 'lucky rabbit' - maybe her power could be buffed to benefit her not only in dungeons, but also grant a +10% to all of her quest chances instead.

11
Feedback & Suggestions / Re: Small Card Changes.
« on: August 29, 2017, 01:56:27 PM »
Eh!? A lot of these cards are in a much better place than they were in the past. Longbow’s gone through two revisions already, and I’m actually pretty satisfied with it right now. It has middle priority, and I’ve used this nonsense to deal the gamewinning blow to the King several times. Cub’s Blood went from useless to conditionally handy.

I will agree with Poisoned Dagger/Snake Venom. The cards are kind of terrible, at the moment. Their poison hits are late priority and unless you are corrupted, must pay to use their effect at all. It is just bad economics to first pay to use a card, and then have to feed it again to get an unreliable effect from it. My suggestion has always been to give Snake Venom it’s old effect back: “First rolled Rot is a Poison Hit”. This makes the card useful in that, even if that Poison hit doesn’t get through, it still turns a miss into a hit. Poison Dagger can probably keep its current effect, but with the added +1 Dice in combat (akin to Battle Axe). I mean, it’s a dagger. I’m not sure why it wouldn’t grant some small bonus in a fight.

Syphon, Spirit Seeds, and Crystallize is really cool cards but almost exclusively meant for the Bears. If they were in the realm of 5 magic, I could see them being more generally useful to other characters.

Playing Grand Heist gives you literally 1/4th of your win condition. Additionally, it can kick the legs right out from under someone going for a Purification win. This card NEEDS to be expensive. Same with Game of Thorns.

12
Feedback & Suggestions / Re: Suggested Entity - Wyld Shades
« on: August 05, 2017, 01:06:14 PM »
Hey CrazyBob!

Do you feel that the map has a lack of NPCs? I'm not sure if adding a new entity to the board would be a good thing at this rate but I'm interested to hear what people think.


Cheers,

<3 Darcy

While there are a number of NPCs, they tend to be hypothetical. The Follower cards, the quest-givers, the occasional Apocathary or goblins.

Someone on the board once suggested a wandering merchant you could buy items from or attack. I've always felt like this is a pretty cool idea that might merit exploration!

13
Feedback & Suggestions / Re: Let's punish death! Injury system.
« on: July 22, 2017, 02:10:24 PM »
I enjoy the Injury/Madness system they integrated into Arkham Horror, an adventure boardgame where you're trying to stop Cthulhu. In that game, there is always something worthwhile you can do, and you sometimes have spare time to do it. In Armello, a single death can sometimes put you so far back as to negate the gain of the last two or three turns.

In other words, death is punishing enough in Armello.

14
Artisan's Alley / Re: Fanart: Corrupted Sana
« on: July 17, 2017, 05:38:19 AM »
Nice! Looks like it's a bit of a thorny issue for her! >:3

15
Bugs! / Re: No Coin Flip During Public Match
« on: July 17, 2017, 05:29:55 AM »
Just a heads up: reinstalling seemed to work for me. *curious shrugs*

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